Artificial Intelligence: A Systems Approach

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Transcript Artificial Intelligence: A Systems Approach

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Game Playing: Adversarial Search
Game tree
From M. T. Jones, Artificial Intelligence: A Systems Approach
Current board:
X’s move
Game tree
From M. T. Jones, Artificial Intelligence: A Systems Approach
Current board:
X’s move
How many nodes?
Evaluation Function
From M. T. Jones, Artificial Intelligence: A Systems Approach
Current board:
O’s move
Evaluation function f(n) measures “goodness” of board configuration n. Assumed to be better
estimate as search is deepened (i.e., at lower levels of game tree).
Evaluation function here: “Number of possible wins (rows, columns, diagonals)
not blocked by opponent, minus number of possible wins for opponent not blocked by current player.”
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Minimax search: Expand the game tree by m ply (levels in game tree)
in a limited depth-first search. Then apply evaluation function at lowest level, and
propagate results back up the tree.
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Calculate f(n)
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Propagate min
value of children
to parent
Calculate f(n)
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Propagate max
value of children
to parent
Propagate min
value of children
to parent
Calculate f(n)
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Propagate min
value of children
to parent
Propagate max
value of children
to parent
Propagate min
value of children
to parent
Calculate f(n)
Minimax search
From M. T. Jones, Artificial Intelligence: A
Systems Approach
Current board:
X’s move
Propagate max
value of children
to parent
Propagate min
value of children
to parent
Propagate max
value of children
to parent
Propagate min
value of children
to parent
Calculate f(n)
Minimax algorithm: Example
From M. T. Jones, Artificial Intelligence: A Systems Approach
Current board
X’s move
Exercise
What is value at the root?
Alpha-Beta Pruning
Problem with minimax: too expensive!
Need to prune tree.
Solution: alpha-beta pruning algorithm
Basic idea: identify non-beneficial moves, and prune
branches rooted in those moves
Alpha-Beta Pruning Example
From M. T. Jones, Artificial Intelligence: A Systems Approach
Alpha-Beta Pruning Example
From M. T. Jones, Artificial Intelligence: A Systems Approach
alpha = value of the best possible move you can make, that you have computed so far
beta = value of the best possible move your opponent can make, that
you have computed so far
If at any time, alpha >= beta, then your opponent's best move can force a worse position
than your best move so far, and so there is no need to further evaluate this move
Alpha-Beta Pruning Applet
http://wolfey.110mb.com/GameVisual/launch.php
Algorithm: Minimax with Alpha-Beta Pruning
http://en.wikipedia.org/wiki/Alpha-beta_pruning#Pseudocode
function alphabeta(node, depth, α, β, Player)
if depth = 0 or node is a terminal node
return the heuristic value of node
if Player = MaxPlayer
for each child of node
α := max(α, alphabeta(child, depth-1, α, β, not(Player) ))
if β ≤ α
break ; Prune
return α
else
for each child of node
β := min(β, alphabeta(child, depth-1, α, β, not(Player) ))
if β ≤ α break ; Prune
return β
end
; Initial call
alphabeta(origin, depth, -infinity, +infinity, MaxPlayer)
Alpha-beta pruning exercise
max
min
max
min
(a) What is value at the root, using minimax alone?
(b) What nodes could have been pruned from the search using alpha-beta pruning?
Show values of alpha and beta
Alpha-beta pruning exercise
Remember:
alpha: best move for us seen so far
beta: best move for opponent seen so far
max
If alpha >= beta, prune
min
max
min
(a) What is value at the root, using minimax alone?
(b) What nodes could have been pruned from the search using alpha-beta pruning?
Note: Alpha Beta pruning effectiveness is highly depending on
the move ordering !
How can we improve this ordering?
Minimax / Alpha-Beta
Assumptions:
Minimax / Alpha-Beta
Assumptions:
Opponent is rational
Both players have perfect information at each evaluation
Evaluation functions
Checkers and chess:
Weighted linear sum of features f(s):
Eval(s) = w1 f1(s) + w2 f2(s) + … + wn fn(s)
24
Samuel’s Checker Player
(http://www.ise.bgu.ac.il/faculty/felner/teaching/new8-11.ppt)



Arthur Samuel’s checkers program, written in the
1950’s.
In 1962, running on an IBM 7094, the machine
defeated R. W. Nealy, a future Connecticut state
checkers champion.
One of the first machine learning programs,
introducing a number of different learning
techniques.
Samuel’s Checker Player
(http://www.ise.bgu.ac.il/faculty/felner/teaching/new8-11.ppt)

Rote Learning
 When
a minimax value is computed for a position,
that position is stored along with its value.
 If the same position is encountered again, the value
can simply be returned.
 Due to memory constraints, all the generated board
positions cannot be stored, and Samuel used a set
of criteria for determining which positions to actually
store.
Samuel’s Checker Player
(http://www.ise.bgu.ac.il/faculty/felner/teaching/new8-11.ppt)

Learning the evaluation function
 Comparing
the static evaluation of a node with the
backed-up minimax value from a lookahead search.
 If
the heuristic evaluation function were perfect, the
static value of a node would be equal to the backedup value based on a lookahead search applying the
same evaluation on the frontier nodes.
there’s a difference between the values, the
evaluation the heuristic function should be modified.
 If
Samuel’s Checker Player

Selecting terms
 Samuel’s program could select which terms to actually
use, from a library of possible terms.
 In addition to material, these terms attempted to
measure following board features :
 center control
 advancement of the pieces
 mobility
 The program computes the correlation between the
values of these different features and the overall
evaluation score. If the correlation of a particular feature
dropped below a certain level, the feature was replaced
by another.
Deep Blue
http://www.dave-reed.com/csc550.S04/Presentations/chess/chess.ppt
• First Created in 1997
• Algorithm:
– iterative-deepening alpha-beta search, transposition table,
databases including openings of grandmaster games
(700,000), and endgames (all with 5 pieces or more pieces
remaining)
• Hardware:
– 30 IBM RS/6000 processors
• They do: high level decision making
– 480 custom chess processors
• all running in parallel
• They do :
– deep searches into the trees
– move generation and ordering,
– position evaluation (over 8000 evaluation points)
• Average performance:
– 126 million nodes/sec., 30 billion position/move generated,
search depth: 14
From “Deep Blue (chess computer)”
http://en.wikipedia.org/wiki/Deep_Blue_(chess_computer)
On May 11, 1997, the machine won a six-game match by two
wins to one with three draws against world champion Garry
Kasparov.[1] Kasparov accused IBM of cheating and
demanded a rematch, but IBM refused and dismantled Deep
Blue.[2] Kasparov had beaten a previous version of Deep
Blue in 1996.
After the loss, Kasparov said that he sometimes saw deep
intelligence and creativity in the machine's moves,
suggesting that during the second game, human chess
players had intervened on behalf of the machine, which
would be a violation of the rules. IBM denied that it cheated,
saying the only human intervention occurred between
games.
A decade later: Topalov vs. Kramnik
http://en.wikipedia.org/wiki/Veselin_Topalov
On 14 December 2006, Topalov directly accused Kramnik of
using computer assistance [from the Fritz chess computer] in
their World Championship match.
On 14 February 2007, Topalov's manager released pictures,
purporting to show cables in the ceiling of a toilet used by
Kramnik during the World Championship match in Elista.